community-cypher-system-ref.../patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch
Brian S. Stephan 281a0acbe1
remove a lot of the OG extra content and similar references
these are things that are not included in the core commons version
because they're homebrew, because they are a lot of writing/creativity
that I don't feel comfortable stealing/distributing, or so on. most of
Old Gus's and the community's content is removed in order to have a
near-CSRD state

what remains is the rules clarifications, errata, splicing together some
information from secondary sources (like the Starter Set or from game
authors on Twitter), and organizational assists

things removed includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one

stuff that's likely to get folded into my core is arbitrarily numbered
300s instead of 000s
2025-07-23 11:17:49 -05:00

54 lines
4.4 KiB
Diff

--- _tmp/ccsrd.md 2025-07-21 13:54:22.194091695 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:55:00.810339053 -0500
@@ -27420,7 +27420,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -27934,34 +27933,6 @@
As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
extra roll if the major effect is unusual or unlikely.
-##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}.
-
-A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the
-following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4
-creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the
-creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold.
-
-::: table-responsive
- Damage [Traded]{.d-block} Effect Applied
- --------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 **Distract:** For one round, all of the foe's tasks are hindered.
- 2 **Strike a specific body part:** The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature\'s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore [Armor](#rules-armor).
- 3 **Knock back:** The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.
- 3 **Move past:** The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.
- 3 **Damage object:** Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the [object damage track](#special-situation-attacking-objects).
- 4 **Knock down:** The foe is knocked prone. It can get up on its turn.
- 7 **Disarm:** The foe drops one object that it is holding.
- 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered.
- 8 **Stun:** The foe loses its next action.
-
- : Trading Damage for Effect
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Retrying a Task after Failure [#](#rules-retrying-a-task-after-failure){.og-h-anchor aria-hidden="true"} {#rules-retrying-a-task-after-failure}
@@ -77870,7 +77841,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
[(OG-CSRD)]{.og-ref .og-ref-og}